LEADER 00819nam0-2200277 --450 001 9910921443703321 005 20250114143955.0 020 $aIT$b722014 100 $a20250114d1971----kmuy0itay5050 ba 101 0 $aita 102 $aIT 105 $aa 001yy 200 1 $a<>conserve di tonno$fa cura di Duilio Pirati 210 $aParma$cStazione sperimentale per l'industria delle conserve alimentari$d1971 215 $a132 p.$cill.$d22 cm. 225 1 $aCollana di monografie tecnologiche$v8 610 0 $aTonno$aConservazione 676 $a664.9$v17$zita 700 1$aPirati,$bDuilio$01782144 801 0$aIT$bUNINA$gREICAT$2UNIMARC 901 $aBK 912 $a9910921443703321 952 $aA CHI 938$b03/0168/25$fFAGBC 959 $aFAGBC 996 $aConserve di tonno$94307764 997 $aUNINA LEADER 04085nam 22009495 450 001 9910957014303321 005 20240326125918.0 010 $a9786611361495 010 $a9781281361493 010 $a1281361496 010 $a9780230601994 010 $a0230601995 024 7 $a10.1057/9780230601994 035 $a(CKB)1000000000342496 035 $a(EBL)307863 035 $a(OCoLC)192101252 035 $a(SSID)ssj0000173426 035 $a(PQKBManifestationID)11172626 035 $a(PQKBTitleCode)TC0000173426 035 $a(PQKBWorkID)10163815 035 $a(PQKB)10033905 035 $a(DE-He213)978-0-230-60199-4 035 $a(Au-PeEL)EBL307863 035 $a(CaPaEBR)ebr10185576 035 $a(CaONFJC)MIL136149 035 $a(MiAaPQ)EBC307863 035 $a(Perlego)3502255 035 $a(EXLCZ)991000000000342496 100 $a20151123d2006 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aHow Computer Games Help Children Learn /$fby D. Shaffer 205 $a1st ed. 2006. 210 1$aNew York :$cPalgrave Macmillan US :$cImprint: Palgrave Macmillan,$d2006. 215 $a1 online resource (257 p.) 300 $aDescription based upon print version of record. 311 18$a9780230602526 311 18$a0230602525 311 18$a9781403975058 311 18$a1403975051 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; Foreword; Introduction; Chapter One. Epistemology: The Debating Game; Chapter Two. Knowledge: Digital Zoo; Chapter Three. Skills: Escher's World; Chapter Four. Values: The Pandora Project; Chapter Five. Identity: science.net; Chapter Six. The future: Urban Science; Notes; Bibliography; Index; Acknowledgments 330 $aHow can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning. 606 $aEducational technology 606 $aEducation 606 $aPersonality 606 $aDifference (Psychology) 606 $aEducation and state 606 $aTeachers$xTraining of 606 $aComputers and civilization 606 $aDigital Education and Educational Technology 606 $aEducation 606 $aPersonality and Differential Psychology 606 $aEducational Policy and Politics 606 $aTeaching and Teacher Education 606 $aComputers and Society 615 0$aEducational technology. 615 0$aEducation. 615 0$aPersonality. 615 0$aDifference (Psychology) 615 0$aEducation and state. 615 0$aTeachers$xTraining of. 615 0$aComputers and civilization. 615 14$aDigital Education and Educational Technology. 615 24$aEducation. 615 24$aPersonality and Differential Psychology. 615 24$aEducational Policy and Politics. 615 24$aTeaching and Teacher Education. 615 24$aComputers and Society. 676 $a371.334 686 $a76.31$2bcl 700 $aShaffer$b David Williamson$01791248 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910957014303321 996 $aHow Computer Games Help Children Learn$94328365 997 $aUNINA